Why isn't the textures with their patterns rendering in the correct places?
I don't play that game nor know the extraction software, Collada DAE is quite fine as an export format, something must be wrong with either the Ohana exporter or the Collada plugins, or both.

Jumping through many applications is a recipe for certain trouble, a million things could go wrong, not the very least, bad implementations, unsupported features, or even a plain bug. It's impossible to tell from the file alone.

Rule of thumb is: import the geometry, remake the materials, export file formats never deal well with materials.

Looking at the Blend file it seems that there is some trouble with the mesh symmetry and the texture.

Scaling the mesh 200% in the UV image Editor seems to partially fix the problem and vaguely align the geometry with the texture features. I would advise deleting half of all meshes, and applying a mirror modifier to them so UV are also mirrored automatically.

Enter edit mode on all objects composing the model, select all faces, go to the UV image editor, press . (Period Key) to transform about the 2D cursor location, make sure the 2D cursor is at the origin, press S to scale, press X to scale about the X axis, press 2 by a factor of 2.

Then optionally in the 3D view erase half the mesh with the wrong texture coordinates, and add a Mirror modifier to the object.

Optionally change the Material Specular Shading from Phong to Blinn to eliminate the shading artifacts.



I have no clue what it is supposed to look like, if that is not the intended appearance, then you might have to either import again with different settings or manually fix the UVs by unwrapping again.